Some homebrew spells

daxos232

Mongoose
I've been trying to come up with some new spells for my MRQ2 games. I wanted to try it as an exercise in creativity. Any suggestions or comments are appreciated.

Common Magic Spells

Elemental Weapon
Duration 5, Magnitude 3, Touch
When cast on any weapon, for the duration of the spell, this weapon will deal an extra 1D6 magic elemental damage atop its normal damage. This spell covers all elemental types, with a separate spell for each element. The possible elements are fire, ice, electrical, light, or darkness. This cannot be combined with Blade Sharp or Pierce.

This spell replaces Fire Arrow and Fire Blade in my home brew setting.

Divine Magic Spells

Feel No Pain
Duration Special, Trigger, Acolyte
This spell allows the target to continue fighting despite Serious Wounds. Once cast upon the target they automatically succeed the first Resilience tests for that day, to remain conscious or to continue using an injured limb. The spell is triggered when the target gains a Serious Wound. The spell stays in effect for one day, and will expire after that, whether it is triggered or not, at which point the target suffers two levels of Fatigue. This spell will allow the target to succeed in their Resilience to a Major Wound, however they are still disabled as stated in the rules for Major Wounds.

Wall of Fire
Area Special, Duration 15, Touch, Acolyte, Resist (Evade)
This spell allows the caster to create a wall of magical fire which deals 1D8 magic fire damage to all hit locations to those who try to cross it. Damage can be halved with a successful Evade roll when trying to pass through the wall. For every point of magnitude the wall is 1 meter long. The caster may determine the layout of the wall when casting, it does not have to be straight, but it cannot be moved afterwords.
 
Nice ideas. I love the idea of using a 'Darksword'.


These are great! Consider them stolen

I am so having them. Nice work.

Thanks for the positive feedback. I have other spells written up, I will try to post them sometime.

Lemme know if there are any errors or imbalances that those spells cause, if you get a chance to try them in game play.
 
Wall of Fire
Area Special, Duration 15, Touch, Acolyte, Resist (Evade)
This spell allows the caster to create a wall of magical fire which deals 1D8 magic fire damage to all hit locations to those who try to cross it. Damage can be halved with a successful Evade roll when trying to pass through the wall. For every point of magnitude the wall is 1 meter long. The caster may determine the layout of the wall when casting, it does not have to be straight, but it cannot be moved afterwords.

I'd adjust and clarify this a little.

First, it does seem quite powerful for an Acolyte level spell; I'd be tempted to make it Rune Priest (but see below).

Second, I'd make it 1D6+1 or 1D6+2 hit locations suffering damage rather than all of them. Still nasty.

Third, does mundane armour protect, or is magical armour needed?

Fourth, adjust length and height. Let's say I have Pact 100%, I can cast a wall 10 metres in length; a sprinting character doing nothing else can circumvent the wall, assuming enough room to do so, in two combat rounds. How high is the wall? 1 metre in height per point of magnitude would be reasonable allowing really dedicated (ie, high Pact) characters to create massive walls of flame that will be truly defensive in nature. But you do need to define its height: agile characters could leap over a wall of flame if its too low.

You could be creative and let the height be determined by the rank of the caster, In this way keep the rank as acolyte and have the wall 1D3 metres high; this could increase to 1D3+1 at Rune Priest rank. Or, have the height be determined by the success of the Lore roll:

Critical: 1D3+1 metres
Success: 1D3 metres

But still a nice spell!
 
cthulhudarren said:
I'd take the advice I was given, which is to use BRP Classic Fantasy as the basis of spells. Most D&D spells are there.

I have the PDF, which I must print out and read. Presumably these would fit into Common Magic? I'm not sure how they would translate into Sorcery or Divine Magic.

It is a shame that we do not have more non-Glorantha material to work with for standard fantasy or S&S because I think the four magic systems in the core rules are very evocative. Elric is great but it develops a wholly new system and Lankhmar - well the less said about that the better.
 
Thanks for that advice Loz. Your right, I did miss quite a few variables with that spell, that's why I posted it so someone can catch what I miss.

In regards to your suggestions:

1. I would like to keep it an acolyte rank spell, however
2. 1D6+1 hit locations sounds a lot better,
3. Mundane armor protects against damage,
4. For every point of magnitude the wall is 1 meter higher. I like the cult rank idea, but in the interest of simplicity I like your first idea better.
 
Thanks for that advice Loz. Your right, I did miss quite a few variables with that spell, that's why I posted it so someone can catch what I miss.

In regards to your suggestions:

1. I would like to keep it an acolyte rank spell, however
2. 1D6+1 hit locations sounds a lot better,
3. Mundane armor protects against damage,
4. For every point of magnitude the wall is 1 meter higher. I like the cult rank idea, but in the interest of simplicity I like your first idea better.

Thanks again for the advice, how were the other spells? Would you recommend any improvements?
 
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